Hi,
I'm importing models from openflight to collada using OSG. After install using
these directions
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/MingwColladaEclipse
Everything seemed to have worked fine, until I ran the Coherency Test on one of
the models
Hi Allen,
Try osgDB::NodeTrackeManipulator, it's used in osgsimulation example
(search in the examples of the sources).
Rafa.
On Tue, Jun 16, 2009 at 10:36 PM, Allen Saucierallen.sauc...@itt.com wrote:
Hi all,
does anyone know of a good example of a Camera Following a Node that is
current?
Hello Adam,
a quick inspection of the model shows two problems:
1.) There are two nodes with the same name so apparently the Collada writer
does not check for uniqueness of the node id.
2.) All meshes have generated two sets of texture coordinates. The first being
an empty set causing all
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Ashraf Sultan wrote:
SimLab releases OSG Composer
...
OSG Composer Lite, is our gift to the great OSG community, we hope
you like it. http://www.simlab-soft.com/Products.html
Gee, this looks good, but no Linux version? Even though there is a Mac
Hi JS,
Periodically I do test the OSG build with
OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION off, but I haven't don't it
recently - I'll fire off a build this morning and fix any problems
that arise.
Robert.
On Tue, Jun 16, 2009 at 8:23 PM, Jean-Sébastien
Guayjean-sebastien.g...@cm-labs.com
Hi Bob,
The answer is almost always answered by answering the simple question
- no you logically have two separate views or do the two cameras that
are taken the pictures share the same view. In your case it does
sound like you have a single view, but two ways of rendering it - so
you don't have
Hi Ryan,
Well spotted, I've just fixed this in the svn/trunk and OSG-2.8 branch.
Robert.
On Wed, Jun 17, 2009 at 12:33 AM, Kawicki, Ryan
Hryan.h.kawi...@boeing.com wrote:
I believe there to be a bug in
DisplaySettings::setNumOfHttpDatabaseThreadsHint.
Current implementation
/** Set the
Hi,
More recently, Don Leich has proposed a new example on osg-submissions which
seems to be very good. Sadly, it seems that we were very few to have looked
into it and I'm far from being an expert in QT. Hence, it would be
interesting to have others feedback.
A link to the thread :
Hi osg-users,
I'm experiencing some problem with time management and osgViewer.
I'm under Windows Vista, OSG SVN.
I'm using a composite viewer and my rendering code is :
pCompoViewer-advance(MyTime);
pCompoViewer-getFrameStamp()-setReferenceTime(MyTime);
Hi Alaxandre,
You should leave the ReferenceTime alone, it's only SimulationTime
that you should alter and calling frame or advance with this time is
suffiicient - there is no need for the extra calls setting the time.
The ReferenceTime is meant to be real-time value of the frames -
something
Hi,
I have a lot of questions for you!
But, there is one really more critical than the others.
Let me just introduce the problem :).
(I am sorry if I bother, but I searched on the net, in the doc and examples
and didn't find answers. I apologize if this is because I badly searched.)
I want
Pierre,
are you using FFTW or FFTSS?
This error is known to appear with FFTW, can you try out FFTSS?
Thanks!
Martin
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Hi Kim,
i've just tried with an updated OSG to 2.9.4 and it's still the same...
Pierre.
Le mardi 16 juin 2009 à 19:50 +0100, Kim C Bale a écrit :
Hi all,
I know it's only been out one day, but I was wondering if those linux
users (it only seemed to occur on certain linux distributions)
Hi Robert,
Some explanation on what I want to do in my application.
First I need to shoot video from rendering at a specified frame rate (25FPS
for example).
So to do that I have a callback writting images on disk every frame, and I
have to slow down my rendering rate, and to increment my time
Hi Kim,
Firsty congratulations for these awesome works.
When I try to create solution file in cmake on VisualStudio2008 I get the
errors;
CMake Error: The following variables are used in this project, but they are
set to NOTFOUND.
Please set them or make sure they are set and tested correctly in
Hi JS,
On Wed, Jun 17, 2009 at 9:33 AM, Robert Osfieldrobert.osfi...@gmail.com wrote:
Periodically I do test the OSG build with
OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION off, but I haven't don't it
recently - I'll fire off a build this morning and fix any problems
that arise.
I've now got
Hi,
my guess is that the RTT cameras are not fully adapting to the new
texture size (even with your calls to dirtyTextureObject and
setTextureSize). Have a look through the RTT code path for a method
called setupcamera or something similar. You would maybe have to reset
the rtt camera (prior
Hi Maxime,
Maxime BOUCHER schrieb:
Hi,
I have a lot of questions for you!
But, there is one really more critical than the others.
Let me just introduce the problem :).
(I am sorry if I bother, but I searched on the net, in the doc and examples
and didn't find answers. I apologize if this
Hi Umit,
Firsty congratulations for these awesome works.
Thank you, still plenty to fix though it seems J
CMake Error: The following variables are used in this project, but they are
set to NOTFOUND.
Please set them or make sure they are set and tested correctly in the CMake
files:
Hi Kim,
Thanks for tips. I have changed the fft library fftss to fftw and I can
compiled without any error. When I run the example I get errors as follows.
Building scene...
. Loading cubemaps: 0.660514s
. Generating ocean surface: 0.0465612s
. Creating ocean scene: 0.0113174s
. Loading
Hi,
Isn't it possible to make a function in eventqueue class to set a specific
time ( setTime(double time) ) instead of using delta between _startTick and
current tick ?? We could add a variable to this class to keep in memory an
altered time.
This way I could keep synchronisation between my
Hi Umit,
VERTEX glCompileShader terrain_vertex_shader FAILED
VERTEX Shader terrain_vertex_shader infolog:
I've just fixed this one, if you download the code from the svn it will go away.
The rest of the errors seem to suggest that your graphics card / drivers don't
support texture
Hi Robert,
For the 2.10 release we'll need to do this same check, please don't
assume I'll remember and test it out yourself to make sure that I
don't miss anything.
OK, so I assume the policy I was asking about is: keep the option and
continue to make sure OSG itself compiles cleanly with
Hi Kim, Ümit,
When you run the example application the fftss.dll will need to be in
the same directory as the exe or by adding the directory it’s in to your
PATH environment variable (if you’re in windows)
Actually FFTSS doesn't have a DLL, it's a static-link library. FFTW has
a DLL (though
Hi Adrian,
I can not build the Latest SVN 10352 Version of OSG because of forward
declrations in osgAnimation.
Already reported yesterday:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/46477
J-S
--
__
Jean-Sebastien Guay
HI Alexandre,
I think your specific problem is related to how the
AnimationPathManipulator is not using the SimulationTime, rather than
the requirement that events all supply a time relating to
SimulationTime. In the case of actual device events they come in at
other times than then frame start
Hi,
I'm having trouble getting this to run.
Machine Specs:
Windows XP
Visual Studio 2003
NVIDIA Quadro FX 1600M
OSG 2.8.1
Compiled osgOcean with FFTSS and it builds fine.
With my display set to 1920x1200 at 16 bit color I get the following:
Hi JS,
On Wed, Jun 17, 2009 at 2:30 PM, Jean-Sébastien
Guayjean-sebastien.g...@cm-labs.com wrote:
For the 2.10 release we'll need to do this same check, please don't
assume I'll remember and test it out yourself to make sure that I
don't miss anything.
OK, so I assume the policy I was asking
From: osg-users-boun...@lists.openscenegraph.org on behalf of Martins Innus
Sent: Wed 17/06/2009 15:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi,
I'm having trouble getting this to run.
Machine Specs:
Windows
Thanks Rafa! Will do. :)
Allen
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Hi Maxime,
Maxime BOUCHER schrieb:
[...]
Peter Hrenka wrote:
You call the method accept(osg::NodeVisitor) of your model (which is a
osg::Node).
See the example osgkeyboardmouse.
My bad, I should have seen it.
We certainly need an osgpolytopeintersector example...
Meanwhile grep is your
Hi Robert,
First thank you for answering me so quick,
I think that all manipulators should use simulation time, take the case of
the DriveManipulator, it would be nice to use it when simulation time is
altered (speed should be slower at a 25FPS rate on 3D rendering but when
making my video with
Hi Martins,
Sorry, little hasty with the send button there.
This is an odd one, I don't understand why changing your screen resolution
would affect the program, so, I *suspect* this is a driver problem.
I had similar problems just a week ago with osgOcean when I updated to the
latest set
Hi Alexandre,
Interactive event based interaction shouldn't happen in simulation
time, general animations and simulation should happen in simulation
time. If you have a proper drive simulation then all the physics
you'd do in simulation time, the DriveManipulator we have isn't a
physical
Hi Robert,
Ok let's forget drive and flight manipulators, I still have a question about
your last post.
You said
AnimationPathManipulator could be modified to get the
current viewer FrameStamp by doing a dynamic cast to osg::View and get
the osg::FrameStamp from it rather than than FRAME event
Hi Alexandre,
On Wed, Jun 17, 2009 at 4:03 PM, Alexandre Amalricalex.pix...@gmail.com wrote:
You said
AnimationPathManipulator could be modified to get the
current viewer FrameStamp by doing a dynamic cast to osg::View and get
the osg::FrameStamp from it rather than than FRAME event
Hi all,
Is there any news from Cedric on this problem ? The current SVN still don't
build under Windows and VS...
As a side note, anyone knows if there is a way to tell CMAKE to not stop the
installation step if one of the libs or plugins as failed to compile ? Not
all my projects use
On Wed, Jun 17, 2009 at 5:41 PM, Serge Lagesserge.la...@gmail.com wrote:
Is there any news from Cedric on this problem ? The current SVN still don't
build under Windows and VS...
No news yet. I'll got look into the problem myself to see if I can
spot a way of resolving the issue.
As a side
On 17/6/09 6:41 PM, Serge Lages wrote:
Is there any news from Cedric on this problem ? The current SVN still
don't build under Windows and VS...
Also does not build on OS X.
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As you may have noticed from my scene graph layout, I have a switch node above
the RTT camera. This switch node allows me to enable/disable the RTT process.
By default, this switch node has the RTT process disabled. So, the RTT process
is not executed.
I also found that (by default) the update
Hi Guys,
I've just checked in a little re-factor to try and address these
issues. Could you do an svn update and see if this fixes the problems?
Robert.
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Kim,
OK, I upgraded the driver to the latest version (185.85) and have made
some progress.
It now works at any resolution in 32 bit color, but with some
shimmering black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
At 16
Robert,
The issue brought up in the original thread has been already
been addressed in recent OSG versions, so the getRefMutex no
longer returns
NULL, but returns the shared global mutex. So I don't believe this
is an issue any more.
Many apologies. I did not mean to bring this out as
Hi,
Please disregard my last 2 postings. I am such an idiot (*sometimes*). I just
noticed a big flaw in my scen graph layout that was causing the problem.
Sorry for the confusion.
Guy
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Thanks Robert, it works (under Windows) !
On Wed, Jun 17, 2009 at 6:55 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Guys,
I've just checked in a little re-factor to try and address these
issues. Could you do an svn update and see if this fixes the problems?
Robert.
Hi Martins,
It now works at any resolution in 32 bit color, but with some
shimmering black pixels where the sky meets the ocean. Kind of like
you get if you had a bad DVI cable going to your monitor.
Could you post a screen shot of that? Does sound a like it could be a bug in
the rendering
[quote]The point of Polytopes is that they are convex which makes
all kinds of tests very easy. If you want to modell something
non-convex (something like Constructive Solid Geometry) then
PolytopeIntersector will not help you as it is.[quote]
My solutution was to triangulate the convex
Hi Robert,
I had some people bug reports about the use of samplerRect in the osgOcean
shaders. I've found out that the prefered format is now sampler2DRect and
texture2DRect.
Since this has caused problems for me, i noticed you still have a dangling
samplerRect in one of the shaders in
Hi Martin, Kim,
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.
I've seen that too, and also:
If you disable godrays, silt
I compiled the trunk on the last vc express on win32 virtual machine.
I thought it was resolved.
I will take time to check it
Cheers,
Cedric
On Wed, 2009-06-17 at 17:46 +0100, Robert Osfield wrote:
On Wed, Jun 17, 2009 at 5:41 PM, Serge Lagesserge.la...@gmail.com wrote:
Is there any news from
HI Ryan,
On Wed, Jun 17, 2009 at 6:16 PM, Kawicki, Ryan
Hryan.h.kawi...@boeing.com wrote:
No crash to report but more of a behavioral problem.
If the main thread is constructing objects while the database pager is
constructing sections of the terrain, there is the possibility for the
main
Hi Cedric,
On Wed, Jun 17, 2009 at 7:06 PM, Cedric
Pinsoncedric.pin...@plopbyte.net wrote:
I compiled the trunk on the last vc express on win32 virtual machine.
I thought it was resolved.
I will take time to check it
Could you check out my changes. The only contenious one was changing
an
Martins, J-S,
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really dark. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.
Yep it's a bug in the library. Looks like a polygon break to me,
On 17/6/09 6:55 PM, Robert Osfield wrote:
I've just checked in a little re-factor to try and address these
issues. Could you do an svn update and see if this fixes the problems?
Compiles fine on OS X.
/ulrich
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Hi Robert,
Thank you for the fix, i use by default ref_ptr and after only i think
if it's a performance problem :)
It better to keep your version.
Thank you
Cedric
On Wed, 2009-06-17 at 19:49 +0100, Robert Osfield wrote:
Hi Cedric,
On Wed, Jun 17, 2009 at 7:06 PM, Cedric
Hi ,
I want to write a game for my phone with OSG.But i didn't find OSG lib which
based on OpenGL ES.Who know something of this,please tell me.Thanks.
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